
Dishonored
| Year | 2012 |
|---|---|
| Release platform | PC |
| Genres | adventure |
| Developer | Arkane Studios |
| Era | Today, 2010 to 2026 |
| Importance |
Why it matters
In Dishonored, reaching a target is a problem in its own right. Rooftops, windows, passages and guarded entrances connect with Corvo's abilities. Short-range teleportation crosses dangerous ground or takes you higher, while possession provides another way inside. These abilities are not tied to one correct doorway: you can combine them with gadgets, surroundings and observation of guards.
Arkane built separate districts for missions rather than one continuous city map. This structure helps fill spaces with alternatives. A mission can be completed through direct confrontation, stealth or a particular way of removing the target without killing them. Avoiding a fatal outcome does not necessarily give the opponent a happy fate.
Dunwall responds to your actions through the chaos system. The amount of violence changes dialogue, conditions and the story's development. Freedom of choice therefore concerns more than efficiency: it shapes the world in which you will act next. The game shows how movement, abilities and consequences can be parts of one problem rather than independent menu options.
Facts
- The game was developed by Arkane teams in Lyon and Austin.
- Missions take place in separate districts with several routes.
- Main targets can be removed without killing them.
- The chaos system changes the world according to the player's violence.


